﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;

public class Feature: Item
{
    public bool Switch { 
        set { 
            m_Switch = value;
            if (m_Switch)
                open();
            else
                close();
        }
        get { return m_Switch; }
    }
    public string EmiterResource = "Perfabs/Feature/Small/LightMachineGun";
    public string EffectResource = "Perfabs/Bullet/LiveBullet";
    public string m_Influence;
    public bool m_Switch = false;
    public float m_ResetCooling = 0;
    public float m_ResetCoolingMax = 16.5f;
    public FeatureSlot m_Slot;

    public virtual void fire()
    {

    }
    public virtual void open()
    {

    }
    public virtual void close()
    {

    }
    public virtual void SetSlot(FeatureSlot slot)
    {
        m_Slot = slot;
    }
    public virtual int update()
    {
        return 1;
    }

    public virtual void load(FeatureSlot slot)
    {

    }
    public virtual void unload(FeatureSlot slot)
    {

    }
}